
Senior Weapon Concept Artist
Ubisoft · Chengdu, Sichuan, China
- Software & SaaS
- 10,001+ employees
- Saint-Mandé, Île-de-France
Strong hiring record · median 17 days open
Hiring signal
Actively hiring
Posted 4 days ago · still listed on the employer's own board · How we score
All reasons
In its favour
- Posted 4 days ago
- Still listed on the employer's own board
What you will do
- Demonstrated ability to create realistic style character concept art for FPS games.
- Extreme proficiency in art fundamentals, research skill, and design principles.
- A sufficient understanding of the types and structures of firearms and have unique insights into the design of firearm skins.
- Demonstrated ability to work loosely with line drawings, and basic color render, to convey an idea rapidly and efficiently.
- Research and collect visual material to help define the visual style, and contents of the game.
- A strong communicator and able to convey abstract/sophisticated ideas in a concise way.
- Work closely with designer to consider the gameplay implications, and the overall player experience.
- Work closely to assist the 3D Lead, and Level Artists, to help define and visualize the details within a level.
- 10 years+ of working experience in character concept design.
- Shipped at least 1 - 2 games as a concept artist.
- Proficient in creating concept designs with rich detail and photorealistic aesthetics through techniques such as photobash.
- Good illustration and storytelling skills, with an eye for perspective, color, lighting, mood and composition.
- Good sense of form, shape, silhouette, scale and surface materials.
- Able to work in a fast-paced environment, working with individuals on the Design and Level-Art team, to help shape the levels
- Must have the initiative and agility, to adapt the work, to efficiently deliver to requirements. Ranging from line sketches, paint-over, basic color render, or full render, where appropriate.
- Strong use of research and reference material, in support of idea generation, and problem solving.
- Basic knowledge of 3D software packages, and experience employing 3D techniques into a concept workflow, is an advantage.
- Good awareness of 3D art pipelines, and technical constraints related to different game engines, is an advantage.
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